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TF2 cp_rockdown

  • dux
  • January 29, 2009 at 5:28 PM
  • dux
    • January 29, 2009 at 5:28 PM
    • #1

    Here's my TF2 map that I'm working on now and again in my spare time or when I have some ideas. This is the red base so far. What I'm doing is making the red base angular and kinda square and the blue base will be more rounded and curvy. Make it a bit more opposite instead of just red and blue, warm and cold.

    [Blocked Image: http://dux.interlopers.net/stuffs/pic1.jpg]

    [Blocked Image: http://dux.interlopers.net/stuffs/pic2.jpg]

    [Blocked Image: http://dux.interlopers.net/stuffs/pic3.jpg]

    [Blocked Image: http://dux.interlopers.net/stuffs/pic4.jpg]

    [Blocked Image: http://dux.interlopers.net/stuffs/pic5.jpg]

  • Minos
    • January 29, 2009 at 5:48 PM
    • #2

    Looks very cool dux, nice lighting

    Since you are going for a more angular look on the red base, I´d make that rounded ceiling above the dressers in this pic more hard edged (45º), just like you did everywhere else:

    http://dux.interlopers.net/stuffs/pic3.jpg

  • Erratic
    • January 29, 2009 at 8:45 PM
    • #3

    The cap point in that first shot looks really cool, could be a lot of fun. The brick work combined with the interior walls is neat too.

  • Freak
    • January 29, 2009 at 8:48 PM
    • #4

    wow really good job

  • Punky
    • January 31, 2009 at 11:04 AM
    • #5

    I like it, it's not the same as most of the other TF2 maps, you used the TF2 style, but only in a different way than other people would do, and it looks good

  • KoKo5oVaR
    • January 31, 2009 at 1:47 PM
    • #6

    gogogogo dox !!!

  • Warby
    • January 31, 2009 at 4:20 PM
    • #7

    looks rock solid i cant see a single artifact or thing i would remove but it lacks a certain ... landmark

    imagine i am at the water cooler at work and i want to tell somebody about that AWSOME tf2 map i played yesterday id be like:

    that maps has this .... its like ... it looks like as if ... .... i dont know ...

    i have seen so many tf2 custom maps over the last couple of month here are the ones i remember:

    -there was one on an airfield with lots of little custom plane models.

    -there was that one set in outer space on a MIR like space station.

    -there was one that had a zigzag hill leading to a rocket on top.

    notice a pattern ?! ... landmarks !

  • KungFuSquirrel
    • January 31, 2009 at 4:39 PM
    • #8

    Well, it is only one base so far Let's see what he does with the midground!

    The one thing that sticks out is the CP area. I don't know what your intended layout is but if that's the base I'd re-work that point. If you look at the final cap points in every CP map in the game (that I can think of off the top of my head at least), there's some kind of barrier that lets defenders put their back to a wall and fight it out. Well has the semi-circle with the spawn behind it, Badlands has a similar setup but with the spawn above and behind a bit on either side. Granary has the back wall with the walkway and steps creating a semi-barrier on one side and plenty of other cover objects in the way. Every cap point on Dustbowl except 2-1 also includes some kind of backs-to-the-wall position. I think a big open point like that is just going to be too easily overrun - offensive spies would have a field day, stickies could be easily cleared out, soldiers and demomen would have to rely on direct hits (which I do anyway as a demo because I'm badass, but still... )

    That aside, I really like the look of what you've got going here. I think the sloped pillars in the CP area look a little out of place if only because the rest of the walls are still so axial, but the rest looks great. I actually really like the last shot, it's simple but in a really good way... Looking forward to seeing more

  • dux
    • January 31, 2009 at 5:35 PM
    • #9

    Thanks guys

    What can I do to the CP area to make it more... backs to the walls for the defenders?

  • KungFuSquirrel
    • January 31, 2009 at 5:38 PM
    • #10

    Do you have a top-down show of the area? It'd help to know where the red team spawns and where the blue team would be coming from

  • dux
    • January 31, 2009 at 7:06 PM
    • #11

    [Blocked Image: http://img145.imageshack.us/img145/4861/overlayqj7.jpg]

  • KungFuSquirrel
    • February 8, 2009 at 10:43 PM
    • #12

    Hey, I meant to get back to this thread sooner, sorry

    Looking at the top-down, I'd be worried about the distance that Red has to travel to reach that CP as well as the previous comments on the CP position. If the CP were moved back, maybe to where the stairs are or to the room in between, I think it'd be a much more serviceable defensive position. You'd have to shuffle things a bit to frame it properly in the level but that might also help break up the 4-way symmetry in the room right now.

    There's nothing wrong with the symmetry you have, but it might be worth looking into some more asymmetric options. Even the symmetric TF2 maps are only symmetric on the center point, not within the routes themselves (at least, once you clear the spawn area). Differences in those routes are things that'll help create differences in strategy, whether it be offensive routes, turret placement, sniper vantage points, rocket/double jump-accessible areas, sticky ambush points, spy hiding spots, etc.

  • dux
    • February 8, 2009 at 10:54 PM
    • #13

    I know looking at that top down view it looks far away but it really isn't It's no further than one of the points on dustbowl, the one that's in that little wooden building. I guess the only difference is you can see it directly from where you spawn sort of in dustbowl. You can get to mine rather quickly, it just looks like a long way after seeing the overview. I will look into moving it back and change the routes some so they are't so symmetrical. I just love symmetry.

  • JeanPaul
    • February 10, 2009 at 6:51 AM
    • #14

    Holy SHIT

    You are vvis's nightmare

    I do like what you have here though.

    But do add some vertical gameplay elements in there

  • dux
    • March 20, 2009 at 10:36 PM
    • #15

    Update time.

    [Blocked Image: http://img12.imageshack.us/img12/7611/cprockdown1.jpg]

    [Blocked Image: http://img14.imageshack.us/img14/2251/cprockdown2.jpg]

    [Blocked Image: http://img27.imageshack.us/img27/4320/cprockdown3.jpg]

    [Blocked Image: http://img27.imageshack.us/img27/2715/cprockdown4.jpg]

    [Blocked Image: http://img13.imageshack.us/img13/6568/cprockdown5.jpg]

    [Blocked Image: http://img22.imageshack.us/img22/5654/cprockdown6.jpg]

  • Psy
    • March 20, 2009 at 10:46 PM
    • #16

    Looking awesome.

  • Erratic
    • March 21, 2009 at 3:36 AM
    • #17

    Yeah looking good. Looks clean and simple, I like.

  • KungFuSquirrel
    • March 21, 2009 at 4:05 AM
    • #18

    I'll third that, this looks great.

    I have two nitpicks, the light shafts coming off the wide lights, and the double spotlights against the walls. In the case of the light shafts, the color isn't a great match and seeing two overlapping right next to each other is kinda weird when the light spans the entire space.

    The same applies with the spotlights over the walls on the computer; it sticks out (to me, at least) as a mis-match from the light fixture. Something you might try (if you haven't already) is using a single wider-angle light, then rotating it to point more towards the wall. And if you have done that, I think I'd take it a little further, maybe move the light away from the wall a bit too. That would help flatten out and raise the point where the light starts, but with the wider cone it shouldn't noticeably affect the lighting on the computers or the floor underneath.

  • dux
    • March 21, 2009 at 10:36 AM
    • #19

    Okie dokle. I'll have a fiddle and see what I can do about those.

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